//Weapons

Class JuliaRevolver : Pistol
{
	Default
	{
		Weapon.SlotNumber 2;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 20;
		Weapon.Ammotype "Clip";
		Inventory.Pickupmessage "You found a Mateba revolver. The name Julia is carved into the bottom of the handle";
		obituary "Julia's vengeance is one step closer";
	}
	States
	{
		Ready:
			JRWM A 1 A_WeaponReady;
			Loop;
		Deselect:
			JRWM A 1 A_Lower;
			Loop;
		Select:
			JRWM A 1 A_Raise;
			Loop;
		Fire:
			JRWM A 4;
			JRWM B 6
			{
				A_GunFlash("Flash");
				A_StartSound("jrevolverf", CHAN_WEAPON, CHANF_OVERLAP);
				A_FireBullets(1, 1, 1, 10, "BulletPuff", 1);
			}
			JRWM C 6;
			JRWM B 5 A_Refire;
			GOTO Ready;
		Flash:
			JRWF A 7 Bright A_Light1;
			Goto LightDone;
			JRWF A 7 Bright A_Light1;
			Goto LightDone;
		Spawn:
			JRWP A -1;
			Stop;
	}
}

Class ThorShotgun : Shotgun
{
	Default
	{
			Scale 0.08;
			Weapon.Slotnumber 3;
			Weapon.AmmoUse 1;
			Weapon.AmmoGive 8;
			Weapon.AmmoType "Shell";
			Inventory.Pickupmessage "You found a Thor pump action shotgun. Reliable enough";
			obituary "The Thor served well on numerous worlds. This is one of them.";
	}
	States
	{
		Ready:
		TSWM A 1 A_WeaponReady;
		Loop;
	Deselect:
		TSWM A 1 A_Lower;
		Loop;
	Select:
		TSWM A 1 A_Raise;
		Loop;
	Fire:
		TSWM A 3;
		TSWM A 7
		{
			A_GunFlash("Flash");
			A_StartSound("tshotgunf", CHAN_WEAPON, CHANF_OVERLAP);
			A_FireBullets(2.3, 2.3, 7, 5, "BulletPuff", 1);
		}
		TSWM BC 5;
		TSWM D 4;
		TSWM CB 5;
		TSWM A 3;
		TSWM A 7 A_Refire;
		Goto Ready;
	Flash:
		TSWF A 4 A_Light1;
		TSWF B 3 A_Light2;
		Goto LightDone;
	Spawn:
		TSWP A -1;
		Stop;
	}
}

Class AEK867 : Chaingun
{
	Default
	{
			Scale 0.1;
			Weapon.Slotnumber 4;
			Weapon.AmmoUse 1;
			Weapon.AmmoGive 20;
			Weapon.AmmoType "Clip";
			Inventory.Pickupmessage "Ayy Its the AEK! Who has time for rear iron sights? I wanna stare into a literal light bulb wick front sight!";
			obituary "BOOOO the AEK is overpowered plz nerf!";
	}
	States
	{
		Ready:
			AEWM A 1 A_WeaponReady;
			Loop;
		Deselect:
			AEWM A 1 A_Lower;
			Loop;
		Select:
			AEWM A 1 A_Raise;
			Loop;
		Fire:
			AEWM A 1;
			AEWM B 3
			{
				A_GunFlash("Flash");
				A_StartSound("jrevolverf", CHAN_WEAPON, CHANF_OVERLAP);
				A_FireBullets(1, 1, 1, 7, "BulletPuff", 1);
			}
			AEWM B 5 A_Refire;
			Goto Ready;
		Flash:
			AEWF A 1 A_Light1;
			Goto LightDone;
			AEWF A 1 A_Light1;
			Goto LightDone;
		Spawn:
			AEWP A -1;
			Stop;
	}
}

//Pickups
//Ammo

Class GBClip : Clip
{
	Default
	{
		Scale 0.35;
		Inventory.PickupMessage "Picked up a pack of Hard Hit's munitions. Its like kibble for guns!";
	}
	States
	{
		Spawn:
			GBBP A -1;
			Stop;
	}
}

Class GBShellBox : ShellBox
{
	Default
	{
		Scale 0.55;
		Inventory.PickupMessage "A buch of shells in a box. Time to Rock, and Stone!";
	}
	States
	{
		Spawn:
			GBSP A -1;
			Stop;
	}
}

//Armor

Class GBGreenArmor : GreenArmor
{
	Default
	{
		Scale 0.6;
		Inventory.PickupMessage "A standard set of U.M. armor!";
	}
	States
	{
		Spawn:
			GBGA A 6;
			GBGA A 7 Bright;
	}
}

Class GBBlueArmor : BlueArmor
{
	Default
	{
		Scale 0.6;
		Inventory.PickupMessage "Woah! This armor has got some minecraftian diamond plating in it!";
	}
	States
	{
		Spawn:
			GBBA A 6;
			GBBA A 7 Bright;
	}
}

//Health

Class GBFries : Stimpack
{
	Default
	{
		Scale 0.2;
		Inventory.PickupMessage "Someone left some fries laying around, if only i brought the blue cheese!";
	}
	States
	{
		Spawn:
			GBSH A -1;
			Stop;
	}
}

Class GBCrabRangoon : Soulsphere
{
	Default
	{
		Scale 0.35;
		Inventory.PickupMessage "You found the CrabRangoon Pizza! Its better than cake!";
	}
	States
	{
		Spawn:
			GBMH A 6;
			GBMH A 7 Bright;
	}
}

Class GBGGWhiskey : Berserk
{
	Default
	{
		Scale 0.35;
		Inventory.PickupMessage "You found a bottle of Gold, & Gold, whiskey! is it Double the power, or is it double the everything?..hic!";
	}
	States
	{
		Spawn:
			GBBZ A 6;
			GBBZ A 7 Bright;
	}
}

//Enemys

Class MadzbroGrunt : Actor
{
	Default
	{
		scale 0.35;
		Health 20;
		radius 20;
		Height 53;
		speed 8;
		painchance 200;
		Monster;
		+Floorclip
		Seesound "GBGNTSEE";
		Attacksound "jrevolverf";
		PainSound "GBGNTPAIN";
		DeathSound "GBGNTDEATH";
		ActiveSound "GBGNTSEARCH";
		obituary "Dannie Rattick literaly bought these grunts of Wish.COM! How did they manage to kill you!?";
		Dropitem "GBClip";
	}
	States
	{
		Spawn:
			GBMG AB 10 A_Look;
			Loop;
		See:
			GBMG AABBCCDD 4 A_Chase;
			Loop;
		Missile:
			GBMG E 10 A_FaceTarget;
			GBMG E 0 A_StartSound ("jrevolverf", CHAN_WEAPON);
			GBMG F 8 A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, flags: CBAF_NORANDOM);
			GBMG E 8;
			goto See;
		Pain:
			GBMG G 3;
			GBMG G 3 A_Pain;
			Goto See;
		Death:
			GBMG H 5;
			GBMG I 5 A_Scream;
			GBMG J 5 A_NoBlocking;
			GBMG k 5;
			GBMG L -1;
			Stop;
		Raise:
			GBMG k 5;
			GBMG JIH 5;
			Goto See;
	}
}

Class MinotaurBiker : Actor
{
	Default
	{
		scale 0.4;
		Health 30;
		Radius 20;
		Height 56;
		Mass 100;
		Speed 8;
		PainChance 170;
		Monster;
		+FLOORCLIP
		SeeSound "GBMBSEE";
		AttackSound "tshotgunf";
		PainSound "GBMBPAIN";
		DeathSound "GBMBDEATH";
		Obituary "The Nullwhere gang doesnt intend to share the loot of the city";
		DropItem "ThorShotgun";
	}
	States
	{
		Spawn:
			GBMB AB 10 A_Look;
			Loop;
		See:
			GBMB AABBCCDDD 3 A_Chase;
			Loop;
		Missile:
			GBMB E 10 A_FaceTarget;
			GBMB F 0 bright A_PlaySound("tshotgunf", CHAN_WEAPON);
			GBMB F 10 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM);
			Goto See;
		Pain:
			GBMB G 3;
			GBMB G 3 A_Pain;
			goto See;
		Death:
			GBMB H 5;
			GBMB I 5 A_Scream;
			GBMB J 5 A_NoBlocking;
			GBMB K 5;
			GBMB L -1;
			Stop;
		Raise:
			GBMB K 5;
			GBMB JIH 5;
			Goto See;
	}
}

Class NewfoalBall : DoomImpBall
{
	Default
	{
		Translation "0:255=%[0,0,0]:[1,0,1]";
	}
}

Class NewFoalMutant : Actor
{
	Default
	{
		Scale 0.45;
		Health 60;
		Radius 15;
		Height 56;
		Mass 100;
		Speed 8;
		PainChance 200;
		Monster;
		+FLOORCLIP
		SeeSound "GBNFSEE";
		PainSound "GBNFPAIN";
		DeathSound "GBNFDEATH";
		ActiveSound "GBNFACTIVE";
		HitObituary "The player is now dammed to sing Equestria's greatest hits whilst reenacting the zombies of 28 days later.";
		Obituary "The player was Mauled to death by ponys....something you can never say this with a straight face";
	}
	States
	{
		Spawn:
			GBNF AB 10 A_Look;
			Loop;
		See:
			GBNF AABBCCDD 3 A_Chase;
			Loop;
		Melee:
		Missile:
			GBNF EF 8 A_FaceTarget;
			GBNF G 6 A_CustomComboAttack("NewfoalBall", 32, 3 * random(1, 8), "imp/melee");
			Goto See;
		Pain:
			GBNF H 2;
			GBNF H 2 A_Pain;
			Goto See;
		Death:
			GBNF I 8;
			GBNF J 8 A_Scream;
			GBNF K 6;
			GBNF L 6 A_NoBlocking;
			GBNF M -1;
			Stop;
		Raise:
			GBNF ML 8;
			GBNF KJI 6;
			Goto See;
	}
}

Class GBBarret : Actor
{
	Default
	{
		Scale 0.35;
		Health 99;
		Radius 20;
		Height 56;
		+Invulnerable;
		+StandStill;
	}
	States
	{
		Spawn:
		GBWB A -1;
		Loop;
	}
}